Search found 341 matches
- Wed Sep 22, 2021 1:24 pm
- Forum: Modding help
- Topic: Custom ArithmeticCombinator
- Replies: 4
- Views: 1726
Re: Custom ArithmeticCombinator
I don't think you can set the output if you're using the arithmetic combinator as the prototype. That already has a behaviour associated with it: it does arithmetic, according to the settings in its control behaviour. If you want to output signals of your choice you would need to use a constant comb...
- Wed Sep 22, 2021 1:31 am
- Forum: Gameplay Help
- Topic: Are production ratios changed by modules and why?
- Replies: 8
- Views: 2808
Re: Are production ratios changed by modules and why?
Productivity modules change ratios even if you have the exact same modules. Say you have a 1:1 ratio where machine A is feeding machine B. If you add 10% speed to both nothing changes as they still take the same relative time to craft, but if you add 10% productivity to both then now machine A outpu...
- Thu Sep 16, 2021 7:42 pm
- Forum: Logistic Train Network
- Topic: Encoded Network ID, how does it work?
- Replies: 62
- Views: 47196
Re: Get stucked with basic LTN ID problem [solved]
Is there any way to ONLY prevent the circular-feedback activity at this location, but to leave all other behavior intact? I.e., a city-block with a reduced-priority LTN-requestor intake trainstop, that can generally receive LTN-routed shipments of materials from any valid provider elsewhere; AND an...
- Tue Sep 14, 2021 8:33 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 15518
Re: Can we please make constructions bots avoid fire?
Health check doesn't exist every tick, it only gets used if the robot is damaged or repaired somehow, and those are reactive events - they only happen if something triggers it, or it happens to be on screen to draw the health bar, so the vast majority of the time a robot is out it's health is never...
- Thu Aug 26, 2021 9:51 pm
- Forum: Gameplay Help
- Topic: Logistic Network
- Replies: 12
- Views: 3764
Re: Logistic Network
Ok, thank you for the help. If i will delete all red and green wires, i will also have all the Content in the logistic network? I think about it like Wireless Lan and Wired Lan :) The circuit network and logistics network are entirely separate; roboports connect to each other wirelessly as long as ...
- Wed Aug 25, 2021 6:50 pm
- Forum: Gameplay Help
- Topic: Logistic Network
- Replies: 12
- Views: 3764
Re: Logistic Network
The roboport just outputs the contents of the entire logistics network to the circuit network: everything stored in any reachable red/yellow/purple/green chest. There is no distinction between the red and green wires here, just like every other building: the signal it's outputting is output onto *an...
- Wed Aug 25, 2021 6:46 pm
- Forum: Logistic Train Network
- Topic: Depots for specific resources
- Replies: 10
- Views: 3716
Re: Depots for specific resources
OP might want to just look at Train Supply Manager rather than (or in addition to) LTN. The basic use case for TSM is exactly what they described: fill up a bunch of trains with bulk outputs that then wait at a "depot" until they're needed by a requester station. LTN is designed around tra...
- Sat Aug 21, 2021 1:26 pm
- Forum: Logistic Train Network
- Topic: Dispatching from disconnected train network
- Replies: 5
- Views: 1776
Re: Dispatching from disconnected train network
It doesn't check this at all. If you want to have separate disconnected networks then you need to set the network IDs on all the stops so that they are considered different networks by LTN.
- Tue Aug 10, 2021 8:18 pm
- Forum: Gameplay Help
- Topic: "On Demand" Train Schedule?
- Replies: 13
- Views: 3573
Re: "On Demand" Train Schedule?
I'm sure other people have thought of smarter systems though
- Tue Aug 10, 2021 7:59 pm
- Forum: Gameplay Help
- Topic: "On Demand" Train Schedule?
- Replies: 13
- Views: 3573
Re: "On Demand" Train Schedule?
If you have a gate to "summon" the train, you could run a wire around the entire base to carry the "summon" signal everywhere, and then have a couple of combinators at each train stop to check if the global summon signal is set *and not the local summon signal* - i.e. the train ...
- Mon Aug 09, 2021 9:23 pm
- Forum: Gameplay Help
- Topic: "On Demand" Train Schedule?
- Replies: 13
- Views: 3573
Re: "On Demand" Train Schedule?
If you have a gate to "summon" the train, you could run a wire around the entire base to carry the "summon" signal everywhere, and then have a couple of combinators at each train stop to check if the global summon signal is set *and not the local summon signal* - i.e. the train w...
- Mon May 17, 2021 8:57 pm
- Forum: Logistic Train Network
- Topic: Threshold and Stack Threshold
- Replies: 58
- Views: 21969
Re: Threshold and Stack Threshold
I guess you also cant have specific limits for specific items. Can i atleast blacklist some items? Or whitelist. You can't have per-item limits in LTN itself; you can do things with combinators as boran_blok suggests but depending how you implement it it may or may not have undesirable edge cases. ...
- Sat May 15, 2021 1:32 pm
- Forum: Logistic Train Network
- Topic: Threshold and Stack Threshold
- Replies: 58
- Views: 21969
Re: Threshold and Stack Threshold
I have a "universal" provider (from your thread), ive set min items to 10. This means that LTN will not send a train to this provider unless the provider has at least 10 items available pick up. I have created a normal requester station with min item 200 and min stack 20. This means that ...
- Wed Mar 31, 2021 9:05 pm
- Forum: General discussion
- Topic: How is "SPM" measured?
- Replies: 32
- Views: 18631
Re: How is "SPM" measured?
I think many people building megabases are either just picking some arbitrary SPM as their "goal" to aim towards and seeing if they can make a factory that reaches that, or are just seeing how high they can get to before they either lose interest in that savegame, or lose the ability to ru...
- Wed Mar 24, 2021 4:56 pm
- Forum: Gameplay Help
- Topic: Why do these values exist?
- Replies: 9
- Views: 3325
Re: Why do these values exist?
Being held at a different point is still useful even if it places the blueprint at exactly the same location in the world :) For example my train-supplied defence wall blueprint is chunk aligned, much wider than it is tall, and has a station in the middle of the blueprint; being able to set the blue...
- Fri Mar 19, 2021 10:35 am
- Forum: Gameplay Help
- Topic: Isolated power networks and laser sentry turrets
- Replies: 4
- Views: 2107
Re: Isolated power networks and laser sentry turrets
Accumulators don't charge from each other. The accumulator-as-resistor only works to supply actual energy consumers.
- Thu Mar 18, 2021 7:49 pm
- Forum: Gameplay Help
- Topic: Noob intro + baffled by Kovarex
- Replies: 35
- Views: 8907
Re: Noob intro + baffled by Kovarex
The complicated setups to take out 1 each time and only let exactly 40 cycle around aren't strictly necessary; you can just make a looping system with no logic like boran_blok shows and as long as it prioritises keeping kovarex going over outputting 235 for use it will eventually fill the loop and o...
- Wed Mar 17, 2021 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Leave Ghost Pipette On Pickup
- Replies: 1
- Views: 678
Re: Leave Ghost Pipette On Pickup
FYI https://mods.factorio.com/mod/CursorEnhancements implements this (and the other direction when you run out), as well as some other nice features.
- Wed Mar 17, 2021 5:08 pm
- Forum: Gameplay Help
- Topic: High volume of bots is making my factory enter in Low Power.
- Replies: 9
- Views: 2831
Re: High volume of bots is making my factory enter in Low Power.
Yeah, pipes and tanks behave like they're separate containers and the flow rate from one to the next depends on the difference in fluid level. The more of these in a row there are, the greater the difference in fluid level between the first and last will be as a result, and once it gets long enough ...
- Tue Mar 16, 2021 4:49 pm
- Forum: Gameplay Help
- Topic: High volume of bots is making my factory enter in Low Power.
- Replies: 9
- Views: 2831
Re: High volume of bots is making my factory enter in Low Power.
You're pushing the steam through way too many tanks and pipes. There's only enough steam making it through all your fluidboxes to power a small proportion of your steam turbines; the rest are empty. Look at the fill levels of your steam tanks for example: the ones nearest the heat exchangers are nea...